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BF5 with AMD Using Rx570 -Ray Tracing

The room just looks like SSR at ultra settings.

Comparison in this article:

https://www.eurogamer.net/articles/digitalfoundry-2018-battlefield-5-rtx-ray-tracing-analysis

Yeah I was looking that what replied to Lemson above. The room was showing the proper ray tracing the game has, which is reflections.
So either BF5 ray tracing is just a gimmick for Nvidia sponsorship so both NV & Dice are lying, of actually DICE did the job as requested, while using DXR but they have hidden the option for AMD cards
Again then both Nvidia and DICE are lying, as DXR features are included in DX12 and both Vega & Navi cards are fully compliant with DX12.1 which is required.
 
The fire does not reflect properly. Also reflections are culled if the reflected object is not visible fro, the players perspective.

Not ray tracing.

Yet the fire is just 1 element. If only the flames aren't ray traced, but the whole reflections are culled just to show "ohh look at the reflections with ray tracing on" then clearly both DICE & Nvidia are trying to pull the wool.
So trying to take every single Nvidia Turing customer for an idiot.
 
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This is not ray tracing. I have GTX 1070 and this command is enabled by default using Ultra settings.

We know that's not "ray tracing", but is been showcased as such by DICE & Nvidia thought, with few extra bits and people believe that's the case the last 10 months.
So both DICE & Nvidia have tried to fool everyone and have people paying for Turing GPUs, to say "ooh shiny" on reflections when these type of SSR (reflections) exists since SW BF1 & SW BF2 in the Frostbite engine. (and possibly BF1).
Anyone has SW BF2 go to Kamino and look at the water reflections, or SW BF1 at the Naboo castle.
 
when you look at the comparisons with RTX on RTX cards it's different. the reflections are better and it doesn't cull them when aiming down sights and when its off of the drawn space. I'm not sure why the console command is called "ray tracing"....
 
when you look at the comparisons with RTX on RTX cards it's different. the reflections are better and it doesn't cull them when aiming down sights and when its off of the drawn space. I'm not sure why the console command is called "ray tracing"....

From what I reading it is a form of ray tracing but it isn't the full blown Ray Tracing that is used by RTX
So it's basically just another screen spaced technique.
https://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html?m=1
 
Nothing to take from this guys its not Ray Tracing has we know it. By default, this setting was already enabled for me. Its a very good setting to disable if you want them extra frames though and not want to lower the presets down haa
 
Yeah in other games it's just called screen spaced reflections. It is a form of Ray Tracing, but it only what's on screen and it doesn't reflect everything.

Just to be clear screen space reflections don't typically/always use ray tracing (though one common version uses sampling of the depth buffer using techniques like ray tracing) but you can have a form of ray traced reflection (as per your link before) that is constrained by screen space and/or a limited number of virtual cameras rather than proper ray traced reflections whereas proper ray traced reflections can accurately reflect all elements of the scene and from off camera angles as well.

Even "screen space reflections" are often done in a much more simple fashion rendering a limited number of scene angles into texture buffers to use as environment maps with little if any ray tracing involved.

Unfortunately there is a lot of people talking BS over the whole ray tracing thing and often picking up on elements of a scene to be critical not understanding the full context of the scene, etc.
 
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Just to be clear screen space reflections don't typically/always use ray tracing (though one common version uses sampling of the depth buffer using techniques like ray tracing) but you can have a form of ray traced reflection (as per your link before) that is constrained by screen space and/or a limited number of virtual cameras rather than proper ray traced reflections whereas proper ray traced reflections can accurately reflect all elements of the scene and from off camera angles as well.

Even "screen space reflections" are often done in a much more simple fashion rendering a limited number of scene angles into texture buffers to use as environment maps with little if any ray tracing involved.

Unfortunately there is a lot of people talking BS over the whole ray tracing thing and often picking up on elements of a scene to be critical not understanding the full context of the scene, etc.

Thanks Rroff better explain than what I posted.
 
Thanks Rroff better explain than what I posted.

I know ray tracing isn't really "there" yet but it annoys me a bit the amount people do it down - having played around with the reflections in Quake 2 RTX when they are done reasonably well it is just on another level to older techniques and static screenshots don't really do it justice and not even video really does compared to running around a scene for yourself.
 
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